The Seas of Blood (a piritical game) - Full

We had a player duck out you could probably take over. Otherwise, the crew is large enough I don't see why some crewman might step up from nowhere.

Ask Pheonix though.
 

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I would prefer if the existing character was taken over actually, I don't like the idea of a higher level character sitting around the ship doing nothing.
 

I was thinking stranded on a rowboat personally. Handles the problem of the high level character sitting aboard ship doing nothing, and allows for interesting party introductions. And then there is always the new recruit picked up at the next port, though that leads to more difficult party "wedging" as the new guy and the party both have to find a really good reason to let him on. The "I'm stranded on this rowboat because my ship went down and will likely starve without your help" usually catches the good aligned parties hook, line, and sinker. The new guy is also likely to stay on after the next port because the he owes the party for the help, allowing the slow integration as a permanent crew member.
 

Phoenix said:
Ok then, as a formal decision my feet are planted in the 'I couldn't care less' camp. The rules of D&D have never bothered me too much, I accepted your character so I'm willing to take it as a Mounted Skirmisher on two conditions.

1. Nobody else has a problem with it.
2. You post the stats for your mount in your character thread in the RG (easier for me ;) )

I'll put up the stats when I get home tonight.

Thanks Phoenix
 

Phoenix a'Shelys is sort of itching to attempt to return home to see to his child, he didn't do it right off of the bat due to timing, but returning to port might prompt it. Might I be able to retire him to a side-quest and bring on a different character? It's seem more in character that he would leave than stay with Swoops permission.
 

Ferrix said:
Phoenix a'Shelys is sort of itching to attempt to return home to see to his child, he didn't do it right off of the bat due to timing, but returning to port might prompt it. Might I be able to retire him to a side-quest and bring on a different character? It's seem more in character that he would leave than stay with Swoops permission.

Actually the whole idea for me introducing that side-quest was to give a'Shelys a more active role-playing element in the game, rather him be a simple combat beast (which is what I am avoiding). Having him live with the knowledge, and trying to steer the entire ship towards his homelands to get him closer, is one of the many options that I saw happening.

No matter what character is brought into the game, I intend on introducing personal quests for all characters to avoid them becoming simple combat machines solely waiting on Swoop's decision where to loot next.

Look at Bart, sorry, Bart's monkey...
 

Where is a'Shelys' home? I thought it was close to the port we left at (Could be my confusion). We'll end up with more to do, I'm not too worried, and I'm trying to get input from other players before making decisions (Which is why Swoops asks for feedback).
 

The way I had seen it was that a'Shelys had crossed mountains to get to the great port cities where he met Swoops. Looking at the map and where any mountains are situated, that means he comes from quite a bit inland and would have to take a considerable detour away from the ship to get there and come back.
 

Phoenix said:
Actually the whole idea for me introducing that side-quest was to give a'Shelys a more active role-playing element in the game, rather him be a simple combat beast (which is what I am avoiding). Having him live with the knowledge, and trying to steer the entire ship towards his homelands to get him closer, is one of the many options that I saw happening.

No matter what character is brought into the game, I intend on introducing personal quests for all characters to avoid them becoming simple combat machines solely waiting on Swoop's decision where to loot next.

Look at Bart, sorry, Bart's monkey...

He can have an active role-playing element, heck, I enjoy playing him, it just seems to make more sense for him to leave the sea to trek inland and go back home to sort things out on his own. The only problem I saw with it is the very large distance between the ocean where everything is currently happening and his homeland, so to return there would take him out of action and anyone who decided to go with him.
 

Ferrix said:
He can have an active role-playing element, heck, I enjoy playing him, it just seems to make more sense for him to leave the sea to trek inland and go back home to sort things out on his own. The only problem I saw with it is the very large distance between the ocean where everything is currently happening and his homeland, so to return there would take him out of action and anyone who decided to go with him.

Just to clarify my point. I intend to make things difficult for everybody at one point or another, the game's 1 million gp total story is just a background for me to work on. No matter what character a person will play, I intend to tempt them away from the ship, as what is happening with you. Forcing you to choose your loyalties and, role-play.

If you want to leave the ship, that inevitably is your choice. I was hoping to encourage a sub-plot, but is you do not wish it, there is little I can do to encourage it.
 

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